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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

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File: b8afb6b3f01c098⋯.jpg (313.15 KB, 825x464, 825:464, cave-story-main.jpg)

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ab29ca  No.15791345

Quick question because I really don't know where to start: what do I need to start learning if I wanna develop simple and short games 8-bit and 16-bit games?

I've wanted to develop simple games for the NES and SNESsince I was a kid, I'm a very good artis and I'm very creative but I don't know anything about coding. Not only I don't know anything about coding, I don't even know what it is that I should know.

I'm inspired by guys like Daisuke Amaya and his Cave Story. I won't ever develop something as sweet as that, but just for fun I wanna do tiny personal games. If I work with other people maybe I can end up with a game that's actually good and worth sharing.

But as I said, I don't know where to begin. Sooooo… where should I begin?

Any books that are for total beginners?

Maybe tutorials?

8ce4e0  No.15791351

>>15791345

There's a thread on this board call /agdg/ it's a general thread for amateur game devs, I imagine that would be the best place to ask.


e9284e  No.15791368

Look up gamemaker tutorials on jewtube.


4327c2  No.15791378

>>15791351

/thread


34c1f5  No.15791385

Start with the easy stuff.

Like the Book

The C Programming Language

or if you realy want NES just read the ASM Manual for the 6502 get CA65, LD65 and some emulator and work away


ab29ca  No.15791404

>>15791351

Thanks. I'll check it but I don't think I wanna post where guys already know what they're doing.

I'd probably feel like on the first day of school. I'll keep an eye on those threads though.


f2bc65  No.15791409

>>15791345

NESMaker or Pico-8 are the simplest. Game Maker has many tutorials


ddbf7c  No.15791410

>>15791345

Do you actually want to make 8-bit/16-bit games, or games that look 8-bit/16-bit? The former will be very difficult if you're a beginner to programming. I recommend >>15791351 and >>15791368


ab29ca  No.15791446

File: 17507ee6a93c2b5⋯.jpg (103.51 KB, 1280x720, 16:9, maxresdefault.jpg)

File: 46856fb8353f230⋯.jpg (44.28 KB, 470x304, 235:152, snes-developer-cartridge-e….jpg)

>>15791410

>Do you actually want to make 8-bit/16-bit games, or games that look 8-bit/16-bit?

The dream would be to actually make the games run on original hardware, with flash carts or, better yet, actual cartridges (if I eventually feel really happy with whatever I've created)

So, actually retro and not just retro-looking.

>>15791409

NESMaker actually looks fun and cool.

Don't know what Pico-8 is.

I know it's a long road but I have loads of time. My wife is an artist too and we give each other lots of time to just be alone and create. I also know it won't be easy but heck, normal people have been able to learn this stuff and I am at least normal.


6b96ee  No.15791553

File: e2a6db650b19512⋯.png (248.38 KB, 380x423, 380:423, game_maker.png)

>>15791368

>>15791409

> gamemaker

Do not listen to these anons. GameMaker is not only garbage from a technical perspective, it goes out of its way to obfuscate how games and their programming actually work while providing a bunch of half-assed, half-implemented libraries that look nice to advertise for an outside viewer but are a nightmare to actually make use of. If you are serious about gamedev, start learning a language for an engine that isn't dogshit. Python and Godot is my #1 recommendation because python is a great language for beginners and Godot is something like a FOSS Unity that is actually sensibly designed as well as having a huge amount of features straight out of the box. Something like Pico8 isn't a terrible place to start as you'll get a feel for central concepts like the main loop, drawing to the screen, processing input, etc. while ensuring you keep things simple. But I would recommend TIC80 more since it's less autistic for a "all in one" game creation kit and it's free.

>>15791446

Making games for old hardware is typically very difficult and certainly not for a beginner gamedev. Old hardware such as the SNES used assembler programming languages which are nothing like modern programming syntax. Yes there are people out there who write games for old hardware but they are typically professional programmers to begin with or very dedicated autists; not just hobbyists. Pico8 and similar so called "fantasy consoles" try to emulate the development environment of 'the old days' while making use of modern programming languages so as to make it more fun and less "I'm going to tear my fucking hair out because I can't diagnose this memory leak/bug/etc".

Check out our wiki for more info and resources.

http://8agdg.wikidot.com


54f854  No.15791565

>>15791345

learn programming

>>>/agdg/

do not make another pixelshit because that is low effort, it limits your brainpower


54f854  No.15791576

>>15791565

also bonus tip: if you're underage b& and have enrolled in some kind of game dev course or game design course, drop out immediately


99d835  No.15791593

1. Learn to code

2. Read up on the basics of a game loop so that you have a grasp of how games conceptually work, what it means to say that a game runs at a certain "FPS", etc.

3. Experiment, experiment, experiment! Get into the habit of just making bullshit to get familiar with the process of building a game. You'll be slow as hell at first, but you'll eventually get faster at churning out boilerplate code so that you can get to the meatier part of making a game faster.

4. When you've git'd gud, which will probably take you at least a year or two, this is where you start thinking about a real project.


57de8e  No.15791602

>>15791404

>Thanks. I'll check it but I don't think I wanna post where guys already know what they're doing.

We get at least a couple posts like that per general thread, don't worry. And most people there don't really know what they're doing. You learn as you go, that's the whole point.


7a85c1  No.15791612

>>15791593

I guess you can just jump into some game engine if you already know programming but don't want to deal with the intricacies of making an engine?


dec295  No.15791615

>>15791446

If you want to have lots of control over what you do and want to make 8-bit games you'll need to learn 6502 assembly or pick up a compiler like cc65 and learn C (or whatever languages it's compatible with).

That being said, it appears NESmaker will give you plenty of freedom with regards to design and you could make an entire game with it alone, but when it comes to hardware you're more limited. NESmaker games as far as I can tell use a special mapper. It's a bit of a technical term that I really won't be able to explain well, but basically the gist is that a mapper is a limiting feature on an NES ROM that only allows it to be copied to a specific type of cartridge board/chip. The mapper that NESmaker devs chose is a strictly homebrew one, so you'll need to go to their specific supplier to get a cartridge that would actually be compatible with the game you made.


99d835  No.15791620

>>15791612

You can, but I do suggest trying to build an engine at least once during your bullshitting around phase so that you have a better understanding of how engines are laid out. Only niggers use things without understanding the basic principles behind them. You don't hold handguns sideways, do you?


809d4f  No.15791627

First off, think about what you want to make. Then break it down into smaller components… What sort of "pieces" would go together to make the sort of game you want to make? Can any of those "pieces" be made as standalone things fully functional on their own? Pick one of them that applies and doesn't seem too hard and look up tutorials for how to do it. Follow along, but don't just mindlessly copy the code presented to you. Tweak it and customize it to fit your own purposes.

That's how I started anyways. The very first thing I coded for my /agdg/ project is a dialogue system. Funnily enough, while it's completely functional, I haven't shown it off in any of my demo day builds because I don't have a place to use it yet.


dec295  No.15791641

>>15791446

Oh I should also add: to get a feel for the way NES games function it might do well to try your hand at modifying an existing game first. There are plenty of tutorials on how to edit graphics and edit hex values using pre-made programs that require virtually no coding.

Keep in mind though that many modders do have experience writing their own programs for ease of access when it comes to modding something like level design or collision detection, so don't expect to be able to change too much of the game on your own.


02e56d  No.15791655

>>15791345

if you want to be a game developer you need to either have a firm basis in either coding or artwork, or have a lot of time and drive to learn. If you want to work with other people then you need to know them very well; you're not going to end up making a game with people you met on disorder or something. Mount and Blade, for example, was originally made by one dude and his wife but he had a degree in computer engineering.


9a4122  No.15791950

File: d2a0cfe0b14c886⋯.jpg (53 KB, 485x443, 485:443, d2a0cfe0b14c886de4b0449df9….jpg)

>>15791385

>start with the easy stuff

>C

C is the ideal end goal for anyone who wants to do things well, but it's not where I would tell anyone who "wants to make a game" to start from.


6dabe4  No.15792374

>>15791345

>I've wanted to develop simple games for the NES and SNESsince I was a kid, I'm a very good artis and I'm very creative but I don't know anything about coding. Not only I don't know anything about coding, I don't even know what it is that I should know.

Good fucking luck with the NES and SNES

t. someone who's been screwing around with NES 6502


14e91d  No.15792424

File: 6df8df41c72bc46⋯.png (261.26 KB, 1003x621, 1003:621, Chris Roberts' relationshi….png)

>>15791345

>Game development

Just hire some artists to draw spaceship jpegs for you.


dc232e  No.15792649

File: 5df34c8608c753a⋯.jpg (11.71 KB, 194x260, 97:130, 1511624487835.jpg)

>tfw artist

how hard is it to code stuff within a 3D game? i want to make a survival horror game like RE or silent hill, couldnt be that hard, right? dont want anything fancy just the basics


8d49ab  No.15792652

>>15791404

>guys already know what they're doing.

We do not, don't kid yourself we are no pros

Just post in there, the thread is almost dead right now

>>15792351


8d49ab  No.15792656

>>15792649

RE or SH would take some decent knowledge since they have more mechanics than the usual indie walk simulator with spoopy jumpscares

I suggest doing it in RPG maker or some very simple 2D engine

Look Ao Oni and Corpse Party for examples


ab3b89  No.15792661

>>15792649

1. go to youtube

2. type unity tutorial

2.5. kill yourself if you as an artist non-programmer have a problem unity

3. follow it


a104c2  No.15792664

Game development IS NOT for beginners. Even with a degree in computer science, you'd be hard pressed.


9a4122  No.15792729

File: e2d358085d94720⋯.png (437.82 KB, 616x570, 308:285, 1610101.png)

>>15792664

First thing I ever programmed was a shitty platformer. This "don't do it until youre good enough" is a cancerous mentality that unfortunately doesn't kill everyone who has it, the only way you learn to do something is to fucking do it. Not by reading books, not by watching tutorials, not by doing some completely unrelated thing.


000000  No.15792899

>>15791351

There's also a whole board called >>>/adgd/. I suspect they should have some resources to help OP get started.


88d338  No.15792921

Get friends. Doing all aspects of a game yourself and doing them good is reserved for exceptional savants. It's better to gather specialists and combine their talents.


dc232e  No.15792989

File: 3cfe94e278b9911⋯.jpg (110.76 KB, 800x774, 400:387, 1512218831797.jpg)

>>15792921

>cooperating with another human being

id rather make shovelware the rest of my life, tried to work with some fag years ago, he didnt fly so good.

i would totally work with people on a group project tho like remaking an old game or just porting it to a new engine with upgrades here and there, but those rarely happen and when they do that one guy has to announce shit and the project gets canned.

anyfaggot can easily make some 2D game that looks interesting and has decent gameplay and anyfag can make some low poly 3D game, the only time you need a team is if you want to speed up the process of making the game or you fell for the realism meme and this game needs some 4K ballsack textures with detailed sweat mechanics


15eeaf  No.15793003

File: 2da0e64cd72c29f⋯.png (191.96 KB, 692x687, 692:687, 2da0e64cd72c29f561a6b4c663….png)

Remember to temper your expectations. In all reality you're going to be making broken early 2000's flash game type stuff before getting anything good.


164f40  No.15793028

>>15791345

Learn a scripting language like Lua or Python to grasp programming fundamentals in an easy environment that doesn't require any compiler or IDE setup. Work on patronizingly simple projects like Pong, Space Invaders or Snake until you're comfortable enough structuring your game that you don't need to constantly be looking up documentation. These practice projects also teach you different things like managing inputs, game loop and simple collision systems that you'll build your knowledge upon later. At that point explore other languages like C and C++ where you're expected to be more specific about what you're doing and the data structures you're using. At this point also explore different paradigms as it's likely you'll have been learning things in a specific way (most likely OOP with how much it has infested the industry) and another may be more productive or intuitive for you.

That's assuming you really want to learn how to program though. If you just want to learn enough to get by you can stick with scripting languages and use something like Love2D with Lua, which is very approachable for beginners.


b19640  No.15793049

>>15793003

Of course, I know that.


000000  No.15793475

>>15791351

Woops, board's >>>/agdg/.


09c61b  No.15799294

I'm pretty much 100% an ideas guy and always jot down my ideas for games I want to make (documents full of mechanics and story, spreadsheets, etc). Sooner or later it's time to spread out and maybe actually try to work in order to get even a remote of skill (art, music, programming), so maybe I'll start to hang around /agdg/ to transition in this process of just not sitting around doing nothing.

Outside of starting with smaller types of games, I always heard that small fangames were a good way to get experience too before you try to tackle on a major project.


79f95c  No.15799864

If only there was a recurring general thread for amateur gamedev.

Perhaps an "amateur gamedev general"

If only this existed as a thread, or with it's own board, abbreviated >>>/agdg/


e6b653  No.15799882

File: b0bf37dec478493⋯.jpg (125.26 KB, 743x557, 743:557, 1395247785622.jpg)

>>15791446

If you want to dip your toe in homebrew, you're better off making a romhack first to see if the process is right for you. Super Mario World, Super Metroid, and Pokemon (Gen 1-3) have dedicated communities that reverse engineered their own tile editors and level editors. However, the BIGGEST problem with ROMhacks is that, since you're working with hex, changing functions for physics and AI is difficult, so you can't have truly custom bosses without busting your balls.

However, if you can handle more than sprite editing for JRPGs, then proceed to look into the devkits that the developers used.for some of these consoles, mostly in DOS/Silicon Graphics. For example, GEMS is useful for making Genesis midis from scratch in DOS, or using KallistiOS for the heavy lifting. Some consoles are unlucky, so the only thing you may have is notepad++ while working in assembly, and working to get the game even to run.

If you got the 'tism for it, go ahead, but if you just want to make something as fast as possible you could use Godot instead, it can handle 2D graphics all the same without the RAM management. Hell, even La-Mulana (original version) didn't need original hardware to achieve what it was going for (emulating the MSX2 experience natively on PC), so it's all about how you tweak it.


79f95c  No.15799912

File: c172a2dfd9ac9ed⋯.png (8.97 KB, 163x309, 163:309, ClipboardImage.png)

>>15799882

Funny you mention Super Metroid, I literally just wrote my own LoRom calculator because the guides and shit baffled me and SMILE RF was too obtuse




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